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Fritz last won the day on October 25

Fritz had the most liked content!


About Fritz

  • Birthday June 25

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  1. Save result to file just saves the current result (of the frame you are at) to the file, so that loading the file doesn't need to recalculate. Not related to animation caching. I would suspect the sound field to be messed up in this case. Did you try replacing VF with cloner? Sometimes caches are messed up because some setting has other "render time" values, like SDS subdivision.
  2. Or maybe safe for melange/cineware on, so caches are saved?
  3. Or you open your new.c4d reset the pyro settings to default and save again. It works properly, it just has different defaults.
  4. Build in redshift is a full version. By default cinema4d includes a CPU license. If you have a license for GPU it should also work with that version. If there is a newer redshift version or plugin it will be installed separately and then used if found. Redshift release cycle is not in sync with cinema4d releases so this allows new redshift features outside of a cinema4d release.
  5. Hi EALEXANDER, this is unrelated to the simulation I'd say. It appears corona doesn't handle this well. Unfortunately I am not familiar with corona; maybe there are some settings to have a better result. In any case that is where you need to search for solutions. Check if maybe some of the lights are inside die bounding box of the volume. That is often a source of such problems.
  6. Search in the Assetbrowser for "subdivision". Drag that in the object manager. This is a deformer that does the same as SDS and has a selection string field. Create a polygon selection on the mesh you want to subdivide and drag it into the selection string. The result should be the name of the tag in quotes.
  7. If the render plugin supports cinema volume objects/volume builder and it's not too much hard coded, it should work out of the box. Worst case you can always export everything as .VDB either through caching or volume export and load that in the volume loading objects that pretty much every third party renderer has. I tested none of this, but there is nothing that stops the 3rd party devs from supporting it. The grid names if you have to set them up are like the channels in the pyro object just lower case.
  8. If the viewport preview doesn't look as good as embergen it must be shit 👍😊
  9. They call it stiffness, in cinema it's called bendiness and stretchiness. Independent from mesh, just inverted name and even clearer.
  10. This is not about a valid or not valid point. You are using vellum as example that also is an XPBD system. It is exactly the same with all the same conditions. There are even parts in their help talking about exactly that. You are just trying to tell a developer of the system that he has no clue what he is saying, because you don't like the answer, even though that answer was trying to help you.
  11. Turn on deform editing for the viewport or deselect the object (you can select the tag). The simulation is a deformation since R26 instead of overriding the original. If you want to follow an old tutorial using old cloth> basic tab of the cloth tag > legacy solver > check
  12. It's not a "developer approach". It's the state of the art research in XPBD. It has nothing to do with perspective or design.
  13. Depends. The cloth itself, yes. But the deleting of the polygons is a postprocess done by the cloth generator. It detects that there is a cloth as inputs and takes the data out. That is of course not available in an alembic. Exporting the cloth generator output will have the same problem. Regardless, the tearing in the old cloth looks terrible, and in general it is so slow, that you would not reach the polygon count that is necessary to mask the terrible cloth tearing.
  14. I could just think of rendering it with alpha background and maybe shadow catcher and comp the time remapped layer in post with frame interpolation. It's an incredibly hard problem to solve with changing point count. The interpolation would need all the data where the new points originated from, additionally to where they are, or it would look too buggy anyways. Alembic doesn't have that data and the caching doesn't have a remapping system yet. The old cloth circumvented this by never changing point count but instead hid/deleted the polys around the torn edges and deactivated the sim locally.
  15. You can duplicate the field layer setup, but then you have to duplicate the field objects in the OM and drag the respective copies on the field layer copies.

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